pulsr Report post Posted March 13, 2007 Edit: It's also fun to just flip through the book to look at weird data - it's retarded how many chars got invulnerability on the entire length of their backstep now: Sol, Ky, May, Millia, Eddie, Potemkin, Chipp, Johnny, Faust, Baiken, Axl, Anji, Jam mike and i were playing with that to test if the invunerability thing was true. It isn't chipp got raped like 4 frames in on his backdash by pots 6hs. Im guessing its some invunerability on lows maybe? Share this post Link to post Share on other sites
shinquickman Report post Posted March 13, 2007 ??? Char Length Inv Sol 16 8 Ky 16 9 May 13 9 Millia 11 7 Eddie 16 7 Pot 21 20 Chipp 21 9 Faust 13 7 Baiken 16 9 Anji 13 7 Johnny 11 7 Axl 16 8 Jam 16 9 Venom 13 7 Testa 16 9 Dizzy 16 9 Slayer 28 19 I-No 16 11 Zappa 11 10 Bridget 15 8 Robo-Ky 14 10 Order-Sol 16 8 ABA 17 8 ABA(Mo) 16 8 ABA(Super) 20 8 Share this post Link to post Share on other sites
RedBeard Report post Posted March 13, 2007 I was gonna say...it'd be a bit odd to give half the cast full invul backdashes and then nerf Zappa's... Share this post Link to post Share on other sites
Tritone Report post Posted March 13, 2007 Which table is correct? Share this post Link to post Share on other sites
RedBeard Report post Posted March 13, 2007 Shinquickman's. Share this post Link to post Share on other sites
Nehle Report post Posted March 13, 2007 Yea, I thought the one I posted was retarded too, but that's what it says in the mook. Shinquickman's seems way more accurate Share this post Link to post Share on other sites
Hellmonkey Report post Posted March 13, 2007 Explain the Baku input for me... do you do 412+P+D and then follow up with any of P/K/S/H/D ? 412+D for Baku, then follow it up with P, K, S for the different effects, then follow it up again for the followup hits Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted March 13, 2007 Okay so what I have up there now is reletively correct then. I wish I could think of a better way to write/organize those so they are less confusing. Maybe numbers ... something like ... Baku > 1 1 > Baku:Sakura > 2 2 > P Follow Up 2 > K Follow Up Hrm... any better ideas? Share this post Link to post Share on other sites
rtl42 Report post Posted March 14, 2007 AFAIK, Baiken's H guard cancel is "Ouren", but that's just going off of what I've heard announcers say in Japanese matches. If Hellmonkey has a stronger source for "Muraren", then go with that. Share this post Link to post Share on other sites
Hellmonkey Report post Posted March 14, 2007 I had a feeling it had a different reading, it is probably Ouren. Share this post Link to post Share on other sites
Lucy Boy Report post Posted March 14, 2007 o crap sorry for the late reply, POscrub. i'd really like to, but yipee, it's the last week of school, and they really like dumping shit on us. if school's over and no one's done them yet, i'll do the work. ^_^ Share this post Link to post Share on other sites
cola Report post Posted March 14, 2007 GG AC Mook book errata http://www.arcadiamagazine.com/errata/arcadia_extra_41_errata.pdf Share this post Link to post Share on other sites
axel Report post Posted March 14, 2007 AC Slayer's backdash has 19F invincibility? Isn't that better than GGXX? Share this post Link to post Share on other sites
xenophobian Report post Posted March 14, 2007 if this is true i´ll think about making slayer my main again...lol, 19frames...sounds unrealistic Share this post Link to post Share on other sites
RedBeard Report post Posted March 14, 2007 Technically speaking, it has 19F invincibility if he just backdashed. Doing an actual BDC doesn't offer that much invincibility. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted March 14, 2007 Uploaded the first part of May. I think the tedious HTML work has messed up my tendons again. Share this post Link to post Share on other sites
Akira Report post Posted March 14, 2007 Almost done with Ky =] Sorry, I had classes during the week =p PS: do I need to upload the file for someone? o.o Share this post Link to post Share on other sites
RedBeard Report post Posted March 14, 2007 I'm done with all but about 2 things with Axl. There's just 2 sentences I can't figure out. If I can't figure it out tonight I'll just post all of what I do have tommorow. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted March 15, 2007 Doing actual BDC gives Sl a massive 6F on invulnerability. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted March 15, 2007 6F, oh man that's quality. I guess he can at least still do BDC j.FD, that's still pretty good. RedBeard which things can't you figure out with Axl? Share this post Link to post Share on other sites
RedBeard Report post Posted March 15, 2007 And with that, Axl is complete. 5P: 2nd hit causes 21F Vacuum effect. 1st hit, on midair hit, causes 16F untechable time. c.S: Move's reach extends upwards on 10F. f.S: CH causes Stagger Effect(39F Max). 6P: 1->10F Upper Body Invincibility. 16->27F Upper Body Invincibility. Ground CH causes Knockdown. Midair Hit causes Blowback Effect. 90% Proration. 6K: 2nd hit causes Vacuum Effect. Midair CH causes 72F Blowback Effect. 6H: 11->31F Axl is Airborne. Midair hit causes 24F untechable time. Will hit on 27F vs Crouching opponent(Tested on Sol). *1 5D: 17->25F Foot Invincibility. DAA: 1->20F Invincibility. 21->24F Throw Invincibility. 25->28F Upper Body Invincibility. Causes Wallbounce. Ground Hit causes 28F untechable time. 50% Proration. 2P: 2nd hit causes Vacuum Effect. 2K: 3->15F Axl is flat to the ground. 70% Proration. 2S: 2nd hit causes 20F Vacuum Effect. 2H: Ground hit causes Stagger Effect(45F Max). 2nd hit causes Vacuum Effect. FRC Timing 11->12F. 3P: Ground CH causes Knockdown. 2D: Ground hit causes Knockdown. j.K: Midair hit causes 20F Blowback Effect. j.S: 2nd hit causes Vacuum Effect. j.D: Ground Hit causes Knockdown. Midair hit causes 20F Blowback Effect. 5F landing recovery. j.6P: 2nd hit causes Vacuum Effect. Throw: Causes Knockdown. 50% Forced Proration. Airthrow: Causes Knockdown. 50% Forced Proration. SPECIALS Bentengari(S): 1->4F Above Ankle Invincibility. 1->6F Throw Invincibility. Hit causes Float Effect. Ground hit causes 28F untechable time. 90% Proration. FRC Timing 7->8F. Bentengari(H): 1->8F Lower Body Invincibility. 9->10F, only Axl's back leg can be hit. 1->10F Throw Invincibility. Hit causes 30F Float Effect. -26F Advantage vs Crouch Guarding opponent. May input Additional Axl Bomber at 32F. Additional Axl Bomber: From 4F+, Axl becomes airborne. Hit causes 60F Float Effect. Axl is in a CH state while falling. On hit, you may input Kokuugeki from 14->25F. Rensengeki: Hit causes 36F Float Effect. 1->40F Axl is in a CH state. 62F total. FRC Timing 15->16F. May input Kyokusageki or Sensageki as late as 41F. Must charge back for 30F minimum for Rensengeki to come out. Frame Advantage based on opponent blocking Rensengeki right next to Axl. 3 hits max. Considered a projectile. Disappears if Axl is hit. Kyokusageki: Hit causes 36F Float Effect. Considered a Projectile. Disappears if Axl is hit. Sensageki: Hit causes Knockdown. 6F Hit Stop. Rashousen: Hit causes Knockdown. Up until 44F, Axl is in a CH state. Causes no stun. Must charge back for 30F minimum for Rashousen to come out. 25->27F, you may input Rashousen Feint. Move will not come out if opponent is knocked down. *2 Rashousen Feint: Fastest possible Feint completion: 36F. Tenhouseki(P): Hit causes Knockdown. 65% Forced Proration. With the exception of projectiles, any hit you could have blocked with standing guard may be countered from 4->17F. Tenhouseki(K): Hit causes Knockdown. 65% Forced Proration. With the exception of projectiles, any hit you MUST block low may be countered from 4->17F. *3 Housoubako: After activation, 1->15F Invincibility to Strikes. Hit causes 25F Blowback Effect. CH causes Wallbounce. CH causes 62F Untechable Time. After activation, you may input Shiranami No Homura from 2->19F. During Hit Stop, both you and the opponent are able to input commands. 30F for entire hit animation. Any hit you could have blocked with standing guard, including projectiles, may be countered from 2->16F. Raieisageki(S): From 4F+, Axl becomes airborne. Hit causes 45F Slide Effect. Hit causes 58F Knockdown if opponent is not hit during Slide Effect. 90% Proration. FRC Timing 26->28F. Raieisageki(H): During Recovery: 1->15F Invincibility, 16->23F Axl is flat to the ground. From 7F+, Axl becomes airborne. Hit causes 35F float effect. 6F Hit Stop. FRC Timing 1->3F of recovery. Will hit a standing opponent in 50F(Tested vs. Sol). Holding H can delay Axl coming down for as long as 106F. 3 hits max. Axl Bomber: Hit causes 50F Ground Bounce. 25F Blockstun vs. Stand Guarding opponent. 90% Forced Proration. Kokuugeki: Hit causes 40F Float Effect. FRC Timing 34->36F. Has a minimum height requirement. Shiranami no Homura: 1->7F Strike Invincibility. Hit causes Knockdown. 2nd hit has 6F Hit Stop. During Hit Stop, both you and the opponent are able to input commands. 3rd hit can be Normal Air Guarded. Axl Bomber: 1->5F Invincibility. 6->20F Throw Invincibility. Hit causes 58F Float Effect. You regain control of Axl after recovery ends. Byakuerenshou: 1->16F Invincibility. 17->18F Throw Invincibility. Hit causes Knockdown. Axl is in a CH state until the move ends. Straight Line Part: 7F Hit Stop. 2x Chip Damage. Considered a projectile. Disappears if Axl is hit. Rensen Ougi-Midaregami: 90F IK Activation. 13->18F Strike Invincibility. *1: The mook does not specify whether Sol is simply Crouching or in Crouching Guard animation. 6H hits later if Sol is Crouching but not guarding. This is the same in the Slash mook though, so basically 6H hits 4F slower. *2: This time includes the frame the opponent is "grounded", as well as their wakeup frames. *3: Undocumented in the mook, being hit any time during 214K's active counter frames by a move it does not counter(Projectile, Medium, Overheads) will force Axl into a crouch state. Share this post Link to post Share on other sites
RedBeard Report post Posted March 15, 2007 And sorry for all the triple posting and blah blah messyness, but inputs and names for Axl's moves are as follows: Bentengari(S): 623S Bentengari(H): 623H Additional/Followup Axl Bomber: 623H during Bentengari(H) Rensengeki: (4)6S Kyokusageki: 8 during Rensengeki Sensageki: 2 during Rensengeki Rashousen: (4)6H Rashousen Feint: P During Rashousen Tenhouseki(P): 214P Tenhouseki(K): 214K Housoubako: 623P Raieisageki(S): 63214S Raieisageki(H): 63214H Axl Bomber: 623H in Midair Kokuugeki: 63214S in Midair FBs: Shiranami no Homura: 421D during Housoubako activation (FB)Axl Bomber: 623D in Midair Overdrives: Byakuerenshou: 2363214H IK: Rensen Ougi-Midaregami: PKSH->236236H Share this post Link to post Share on other sites
RedBeard Report post Posted March 15, 2007 And sorry again for triple posting just trying to keep my seperate posts seperate but... Now working on translating Chipp. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted March 15, 2007 Almost done with Ky =] Sorry, I had classes during the week =p PS: do I need to upload the file for someone? o.o Nah just keep updating the file you were updating and stick it online once you are done. I'll upload it to Dloop from there. Edit: Oh it's already done. Okay well I took it and cleaned it up a little and am putting up what you have done. I changed a few layout things and fixed some spelling so you'll probably want to continue off mine if you need to make more changes. Share this post Link to post Share on other sites
Neon Report post Posted March 15, 2007 2RedBeard We are waiting Chipp`s changes:) Share this post Link to post Share on other sites